module Main where -------------------------------------------------------------------------------- import Control.Monad.State import Control.Wire hiding (unless) import Data.Array.IO import Data.Array.Storable import qualified Data.ByteString.Char8 as BS import Data.List import Data.Word import FRP.Netwire.Input import FRP.Netwire.Input.GLFW import qualified Graphics.UI.GLFW as GLFW import qualified Graphics.Rendering.OpenGL as GL import Foreign.Storable import Foreign.Ptr -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Boilerplate data Shape = Shape GL.NumArrayIndices GL.BufferObject GL.BufferObject mkCircle :: IO (Shape) mkCircle = let slices = 50 vptrsize = toEnum $ (slices + 2) * (sizeOf (undefined :: GL.Vertex2 Float)) iptrsize = toEnum $ (slices + 2) * (sizeOf (undefined :: Int)) winding = [0,(2*pi/(fromIntegral slices))..] :: [Float] in do vbuf <- GL.genObjectName GL.bindBuffer GL.ArrayBuffer GL.$= (Just vbuf) let vl = (GL.Vertex2 0 0) : (zipWith GL.Vertex2 (map cos winding) (map sin winding)) verts <- newListArray (0, slices + 1) vl withStorableArray verts (\ptr -> GL.bufferData GL.ArrayBuffer GL.$= (vptrsize, ptr, GL.StaticDraw)) ibuf <- GL.genObjectName GL.bindBuffer GL.ElementArrayBuffer GL.$= (Just ibuf) idxs <- newListArray (0, slices + 1) ([0,1..] :: [Word16]) withStorableArray idxs (\ptr -> GL.bufferData GL.ElementArrayBuffer GL.$= (iptrsize, ptr, GL.StaticDraw)) return $ Shape (toEnum $ slices + 2) vbuf ibuf vertShader :: BS.ByteString vertShader = BS.pack $ intercalate ['\n'] [ "attribute vec2 position;", "uniform vec2 offset;", "void main() {", " gl_Position = vec4(offset + 0.1*position, 1.0, 1.0);", "}"] fragShader :: BS.ByteString fragShader = BS.pack $ intercalate ['\n'] [ "uniform vec3 color;", "void main() {", " gl_FragColor = vec4(color, 1.0);", "}"] compileShader :: GL.ShaderType -> BS.ByteString -> IO (GL.Shader) compileShader shdrTy src = do shdr <- GL.createShader shdrTy GL.shaderSourceBS shdr GL.$= src GL.compileShader shdr shaderLog <- GL.get $ GL.shaderInfoLog shdr unless (shaderLog == []) $ putStrLn shaderLog return shdr mkRenderFunc :: IO (Shape -> GL.Vertex2 Float -> GL.Color3 Float -> IO ()) mkRenderFunc = do -- Compile shaders vshdr <- compileShader GL.VertexShader vertShader fshdr <- compileShader GL.FragmentShader fragShader -- Create program prg <- GL.createProgram mapM_ (GL.attachShader prg) [vshdr, fshdr] GL.linkProgram prg -- Find variable locations colorLoc <- GL.get $ GL.uniformLocation prg "color" offsetLoc <- GL.get $ GL.uniformLocation prg "offset" positionLoc <- GL.get $ GL.attribLocation prg "position" GL.currentProgram GL.$= Just prg -- Define function return $ \(Shape numIdxs vbo ibo) pos color -> do -- Enable buffers GL.vertexAttribArray positionLoc GL.$= GL.Enabled -- Set uniforms GL.uniform colorLoc GL.$= ((fmap realToFrac color) :: GL.Color3 GL.GLfloat) GL.uniform offsetLoc GL.$= ((fmap realToFrac pos) :: GL.Vertex2 GL.GLfloat) -- Bind buffers GL.bindBuffer GL.ArrayBuffer GL.$= Just vbo GL.vertexAttribPointer positionLoc GL.$= (GL.ToFloat, GL.VertexArrayDescriptor 2 GL.Float 0 (nullPtr :: Ptr Float)) GL.bindBuffer GL.ElementArrayBuffer GL.$= Just ibo -- Render GL.drawElements GL.TriangleFan numIdxs GL.UnsignedShort nullPtr -- Disable buffers GL.vertexAttribArray positionLoc GL.$= GL.Disabled -------------------------------------------------------------------------------- -- Some type synonyms to keep our code clean type RenderFn = GL.Vertex2 Float -> GL.Color3 Float -> IO () type GameMonad = GLFWInputT IO type GameSession = Session IO (Timed Float ()) -- This wire produces the position of the circle. It simply follows the mouse cursor -- but negates the y-value. The origin of the mouse coordinates are in the top left -- corner of the screen with the y-axis pointing down while the y-axis for rendering -- points up. posWire :: Wire s e GameMonad a (GL.Vertex2 Float) posWire = mouseCursor >>> (second $ arr negate) >>> (arr $ uncurry GL.Vertex2) -- This wire produces color for the circle. If the R, G, or B keys are pressed, -- then the circle will turn red, green, or blue, respectively. Otherwise, -- the red and green channels of the circle pulsate colorWire :: (HasTime t s, Monoid e) => Wire s e GameMonad a (GL.Color3 Float) colorWire = -- Key debounced means that it will only flash blue for one frame (keyDebounced GLFW.Key'B >>> (pure $ GL.Color3 0 0 1)) <|> -- Key pressed means that it will remain this color (keyPressed GLFW.Key'R >>> (pure $ GL.Color3 1 0 0)) <|> (keyPressed GLFW.Key'G >>> (pure $ GL.Color3 0 1 0)) <|> -- Otherwise, pulsate based on the amount of time passed (timeF >>> (arr (cos &&& sin)) >>> (arr $ \(x, y) -> GL.Color3 x y 1)) -- This wire takes a vertex position and color and renders according to the -- passed in renderFn. In reality, this wire doesn't need to be a wire, and -- could be a monad to render, but this way we can render what we need without -- having to go through the plumbing of our main game loop renderWire :: RenderFn -> Wire s e GameMonad (GL.Vertex2 Float, GL.Color3 Float) () renderWire rfn = mkGen_ $ \(pos, color) -> lift $ rfn pos color >> (return $ Right ()) -- Wire that behaves like the identity wire until Q is pressed, then inhibits -- forever. We can compose our main gameWire with this wire to quit the program -- when q is pressed quitWire :: Monoid e => Wire s e GameMonad a a quitWire = (mkId &&& eventWire) >>> (rSwitch mkId) where eventWire :: Monoid e => Wire s e GameMonad a (Event (Wire s e m a a)) eventWire = (keyPressed GLFW.Key'Q >>> pure mkEmpty >>> now) <|> never -- This is our main game wire, it feeds the position and color into the rendering loop -- and finally quits if q is pressed. gameWire :: (HasTime t s, Monoid e) => RenderFn -> Wire s e GameMonad a () gameWire rfn = posWire &&& colorWire >>> (renderWire rfn) >>> quitWire run :: GLFW.Window -> GLFWInputControl -> IO () run win ictl = do -- initialize the input ipt <- getInput ictl -- load vertex arrays and whatnot for the circle circle <- mkCircle -- load the render function for getting rendering ready renderFn <- mkRenderFunc -- run the game loop runGame ipt (countSession_ (0.02 :: Double)) (gameWire $ renderFn circle) where -- The game loop takes the current input state, the time session and -- our main game wire, and simply steps the wire until it inhibits. runGame ipt sess w = do -- Before rendering clear the framebuffer GL.clearColor GL.$= GL.Color4 0.0 0.0 0.0 1 GL.clear [GL.ColorBuffer] -- Poll the current input ipt' <- pollGLFW ipt ictl -- Figure out our next timestep (timeState, sess') <- stepSession sess -- Since the GameMonad is a 'StateT GLFWInputState m', in order to -- step the wires, we have to extract the value from our wire. That means -- that when we runStateT, we will get the results of our wire and a new -- state (for example if the wire debounced any keys). This is what we pass -- back to GLFW. -- renderPrg :: IO ((Either e (), Wire s e GameMonad a ()), GLFWInputState) let renderPrg = runGLFWInputT (stepWire w timeState (Right undefined)) ipt' -- Now run the actual IO program to extract the values from it. ((result, w'), ipt'') <- renderPrg -- End of frame cleanup GL.flush GLFW.swapBuffers win -- Our quit condition is if the OS asked us to quit, or the wire inhibits -- (i.e. someone hit the Q key) case result of Left () -> return () Right () -> do q <- GLFW.windowShouldClose win unless q $ runGame ipt'' sess' w' main :: IO () main = do -- Setup GLFW _ <- GLFW.init (Just m) <- GLFW.createWindow 400 400 "Netwire Input Demo" Nothing Nothing GLFW.makeContextCurrent (Just m) -- Hack for retina displays (szx, szy) <- GLFW.getFramebufferSize m GL.viewport GL.$= (GL.Position 0 0, GL.Size (fromIntegral szx) (fromIntegral szy)) -- Run the scene mkInputControl m >>= run m